CYOA: Tank edition

The main components of the Tank are: - Chassis (Light, Medium, Heavy, Super-Heavy) - Layout (Single Turret, Multi-Turret, Fixed-Gun) - Main Gun (Various) - Engine (Also various)

Sub components are things like: - Armor (Type and thickness) - Weapon addons (pintle/coaxial mounts, alternate weapons, weapon augments) - Electronics and Mechanicals (Radios, suspension, radiators, rangefinders, etc)

Traits that can be added - Physical (troop compartment, periscope, armored firewall, wide treads, low- profile[cramped] vs high-profile[roomy], turret position[forward, back, centered, asymmetric], etc) - Production-related (prototype vs mass-produced, refined vs rushed, good vs bad reputation, etc) - Certain components could also activate certain traits. A tank with a number of complex components may become ‘Mechanically Complicated’, making field repairs difficult without specific spare parts and skilled personnel.

Crew of mercs maybe? - Clashing personalities - Various drawbacks

Scenarios - Outnumbered - Backs to the wall

List of normal weapons: - Machine Guns (7.6mm, 12.7mm)

- (20mm, 37mm, 40mm) [Special: Polish 20mm, MG213 Revolver ]

- Cannon (37mm, 50mm, 57mm, 75mm, 88mm, 90mm, 105mm) [Special: 128mm Pak 44,155mm Long Tom]

List of alternate/add-on weapons: - Anti-Tank (7.9mm, 13mm, 14.3mm, 20mm) [A weapon with a genesis in the big-game of the 1800s, redesigned to pierce armor plate rather than an elephant’s hide. Now largely obsolete, it’s normally useless against all but the most lightly armored vehicles and other soft targets. Maybe with a marksman, you could target critical components.]

- Anti-Tank Rocket (, Panzershrek, Super Bazooka) [A man-portable launcher firing a rocket-propelled HEAT round (high-explosive anti- tank). It can be mounted on the frame of your tank and wired to fire electrically. However, it is only good for one shot, has a short effective range, and can be difficult to aim. It is also a volatile weapon; one lucky hit with even a rifle could cause detonation. Yet it remains very effective for the size and weight, and can reliably penetrate from 75mm to 100mm of armor. Whether it’s worth the risk is up to you.]

- Recoilless Rifle (57mm, 75mm, 105mm) [Much like the rocket launchers, Recoilless Rifles cannot be mounted internally, only carry 1 round, and must be loaded manually. They’re larger and heavier than launchers though, and at the same time less accurate and more short-ranged than a cannon firing the same round. Unlike the launcher however, the weapon is relatively inert. And at 1/4th the weight of their cannon counterparts, they bring a lot of firepower to the battlefield.]

- (75mm, 87.6mm, 105mm, 150mm [requires open-top]) [Don’t let the large calibers fool you, these short-barrel pieces were originally designed strictly for purposes. Because these artillery pieces use arced rather than flat trajectories, they can be very complicated to aim, especially at short range. But your ability to deal with fortifications and will be markedly increased. With a lot of skill and AP shells, you can deal with tanks too.]

- Flamethrower [An infantryman’s nightmare, its extreme effectiveness comes with heavy drawbacks just to mount it. It requires a premium of space for plumbing and the weapon’s fuel reservoir. In addition, the weapon takes up several secondary weapon slots and is quite heavy. Even once it’s been mounted, its short range can limit its effectiveness. Finally, if the fuel reservoir were breached, it would pose an extreme fire hazard. Despite all that, the flamethrower remains the last word in anti-infantry weaponry.]